Dark_Lord_Kuro wrote: »There are delves and dungeons having only undead or daedra as enemies.Dark_Lord_Kuro wrote: »The effect was kind of too restrictive to be usefull in combat to begin with
Also it now match all other prismatic enchant
If another enchant effect is mot matching, then it should be changed, as it has nothing to do with the FG quest line.
And then what of the other dungeon? Your enchant will be utterly useless there
Also are there really people that base there build around delve exploration?
Dark_Lord_Kuro wrote: »And then what of the other dungeon? Your enchant will be utterly useless there
Either way, it's not like you spent millions on it. It cost what, like 14k to make a gold glyph of it?
Dark_Lord_Kuro wrote: »And then what of the other dungeon? Your enchant will be utterly useless there
Some of us own more than one weapon in the game.Either way, it's not like you spent millions on it. It cost what, like 14k to make a gold glyph of it?
Hakeijo runes are 30-40k, Kutas about 3k on PC. Complete glyphs run 40-50k. Price should start dropping as people begin unloading them before the update drops.
SidraWillowsky wrote: »I can't believe they made this change. The "old" prismatic glyphs had a very niche use, and that's been obliterated.
Yeah, and the change is to another glyph no one will ever use.
*Toss that in with the potion jewelry glyph I guess?*
But outside of certain parts of trials it was pretty rarely used, so it doesn't seem like the overall number of PO glyph calculations at any time would be very great. Maybe they were worried people were using it to cheese Vaults of Madness XD
Red_Feather wrote: »But outside of certain parts of trials it was pretty rarely used, so it doesn't seem like the overall number of PO glyph calculations at any time would be very great. Maybe they were worried people were using it to cheese Vaults of Madness XD
I used it in lots of areas. I think anyone who enjoyed gearing up like a witcher would eventually get into it. I even made a witcher guy around it. 😪
I hate to say it but this is probably just to help create a tanky werewolf scrublord meta in pvp. It'll be fun to be right about that. 😑
Remember that the Fighter's Guild questline more or less revolves around making a prismatic weapon. The old effect really fits the narrative purpose more, but I can't deny that the new effect is more consistent with other enchantments and is easier on performance.
Very nice patch notes but this change was sad.
Instead they should make it deal flame, frost, and shock damage.
Example:
Flame Enchant = Deals 3000 Flame Damage
Prismatic Enchant = Deals 1000 Flame, Shock, and Frost Damage
And in a future chapter add a new glyph that provides poison, disease, bleed damage all at once.
How so...?Red_Feather wrote: »Very nice patch notes but this change was sad.
Instead they should make it deal flame, frost, and shock damage.
Example:
Flame Enchant = Deals 3000 Flame Damage
Prismatic Enchant = Deals 1000 Flame, Shock, and Frost Damage
And in a future chapter add a new glyph that provides poison, disease, bleed damage all at once.
It would be weak as infused boosts higher damage numbers more than lower damage numbers. Your example of prismatic enchant would be doing less damage under infused trait, and torug's pact set, than that regular flame enchant.
How so...?Red_Feather wrote: »Very nice patch notes but this change was sad.
Instead they should make it deal flame, frost, and shock damage.
Example:
Flame Enchant = Deals 3000 Flame Damage
Prismatic Enchant = Deals 1000 Flame, Shock, and Frost Damage
And in a future chapter add a new glyph that provides poison, disease, bleed damage all at once.
It would be weak as infused boosts higher damage numbers more than lower damage numbers. Your example of prismatic enchant would be doing less damage under infused trait, and torug's pact set, than that regular flame enchant.
Flame = 3000
Prismatic = 1000/1000/1000 ... = 3000
So with a buff of 50%, it becomes:
Flame = 4500
Prismatic = 1500/1500/1500 ... = 4500
It’s like the Force Shock ability but for glyphs. Same damage unless you mean Flame is buffed by engulfing, encratis, etc? The point of this is to have a proc chance for all three status effects to fit the “tristat” theme of prismatic enchants.
colossalvoids wrote: »The least harmful change would be converting one damage type glyph to the other one, prismatic damage now being shock, fire and frost for example, retaining some usefulness. Converting it into resources restore is a slap really.
It's a big blow to DPS running it in n/v Maw of Lorkhaj.
It was a fantastic boost of damage to ALL of the Dro-m'Athra enemies throughout the whole Trial.
Barely anybody uses those silly absorb resource glyphs as it is because there's way better options out there. A tri absorb will be even worse because obviously the values on each resource will need to be lower.
Bad change, and one which makes zero sense no matter how ZOS spins it. Change the name of it to Repel Undead (TES spell) or something to not confuse it with the tri stat prismatics.
Edit: Thinking about it, perhaps a better option would be to just add a new Holy or Silver damage glyph, similar to other damage glyphs, but increases damage against undead/werewolf opponents by 60%
To go further, the FG abilities could deal this new silver damage, which from a lore point makes a lot of sense since they used silver to hunt vampires.
BalticBlues wrote: »
Barely anybody uses those silly absorb resource glyphs as it is because there's way better options out there. A tri absorb will be even worse because obviously the values on each resource will need to be lower.
Bad change, and one which makes zero sense no matter how ZOS spins it. Change the name of it to Repel Undead (TES spell) or something to not confuse it with the tri stat prismatics.
Edit: Thinking about it, perhaps a better option would be to just add a new Holy or Silver damage glyph, similar to other damage glyphs, but increases damage against undead/werewolf opponents by 60%
To go further, the FG abilities could deal this new silver damage, which from a lore point makes a lot of sense since they used silver to hunt vampires.
Red_Feather wrote: »How so...?Red_Feather wrote: »Very nice patch notes but this change was sad.
Instead they should make it deal flame, frost, and shock damage.
Example:
Flame Enchant = Deals 3000 Flame Damage
Prismatic Enchant = Deals 1000 Flame, Shock, and Frost Damage
And in a future chapter add a new glyph that provides poison, disease, bleed damage all at once.
It would be weak as infused boosts higher damage numbers more than lower damage numbers. Your example of prismatic enchant would be doing less damage under infused trait, and torug's pact set, than that regular flame enchant.
Flame = 3000
Prismatic = 1000/1000/1000 ... = 3000
So with a buff of 50%, it becomes:
Flame = 4500
Prismatic = 1500/1500/1500 ... = 4500
It’s like the Force Shock ability but for glyphs. Same damage unless you mean Flame is buffed by engulfing, encratis, etc? The point of this is to have a proc chance for all three status effects to fit the “tristat” theme of prismatic enchants.
I'm sorry. I don't know what I was thinking.
I have to agree they should not touch the current enchantment. make a new rune if you want something.
I have to agree they should not touch the current enchantment. make a new rune if you want something.
Unfortunately, their goal was not to create something new, but to take something away. Apparently a few niche build players were wrecking server performance because the glyph had to check a list to see if a mob was undead or daedra. At least that's what they told us. Probably in the realm of .001% of all the calculations necessary to run a zone, but I'm long past trying to make sense of a lot of the changes they make.